User:jenna Huntsman
Intro
I'm a hobbyist scripter.
Projects
LSL
My Marketplace Store.
Code Snippets
sRGB EOTF
Note that when converting a colour from regular LSL space (sRGB) to linear space for use in a light, it's likely quicker and cleaner to use the internal function llsRGB2Linear. This is mostly a function that can be used for fun to manipulate the gamma space of colours.
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Summary
Function: vector srgb_eotf( vector color, float gamma );
Converts a gamma-encoded color value to linear space. Useful when dealing with lights (as these expect a non-gamma-encoded color).
Returns a vector
• vector | color | |||
• float | gamma |
Specification
<source lang="lsl2">vector srgb_eotf(vector color, float gamma) //To convert from regular LSL colour to light colour, gamma value should be 2.4 { //Conversion from gamma-encoded sRGB space to linear space. Credit: Jenna Huntsman, Christopher J. Howard
vector low = color / 12.92; vector high = <llPow((color.x + 0.055)/1.055,gamma), llPow((color.y + 0.055)/1.055, gamma), llPow((color.z + 0.055)/1.055, gamma)>; return mix(low, high, step(<0.04045,0.04045,0.04045>, color));
}
float max(float x, float y) { //Return the higher of 2 given values.
if( y > x ) return y; return x;
}
vector mix(vector x, vector y, vector t) {
vector ret; ret.x = x.x*(1-t.x) + y.x*t.x; ret.y = x.y*(1-t.y) + y.y*t.y; ret.z = x.z*(1-t.z) + y.z*t.z; return ret;
}
vector step(vector edge, vector x) {
vector ret = <1,1,1>; if(x.x < edge.x) ret.x = 0; if(x.y < edge.y) ret.x = 0; if(x.z < edge.z) ret.x = 0; return ret;
} </source>
Examples
<source lang="lsl2"> vector LampCol = <1,0.74510,0.47451>; //3200 kelvin llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_POINT_LIGHT,1,srgb_eotf(LampCol,2.4),1,20,0,PRIM_GLOW,ALL_SIDES,1,PRIM_COLOR,ALL_SIDES,LampCol,1,PRIM_FULLBRIGHT,ALL_SIDES,1]); //Set light source colour and prim colour to same colour; despite taking different input values.
</source>
Random Notes
I be a placeholder. At least for now.